more weird dialogue code
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@@ -66,6 +66,7 @@ theme_override_font_sizes/font_size = 36
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text = "???"
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[node name="panel_container" type="PanelContainer" parent="box"]
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visible = false
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layout_mode = 1
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anchors_preset = 3
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anchor_left = 1.0
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@@ -8,4 +8,4 @@
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[node name="first_world" parent="." instance=ExtResource("2_x8nyb")]
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[node name="player" parent="." instance=ExtResource("1_p5d84")]
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playerName = "[rainbow]Yannik[/rainbow]"
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playerName = "Yannik"
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@@ -9,7 +9,7 @@ public partial class dialog_bubble : CanvasLayer
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public ArrayList dlgLines = new ArrayList();
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public int dlgPointer = 0;
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public RichTextLabel richText;
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public int dialogOptionsLength;
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public int dialogOptionsLength = 1;
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public override void _Ready()
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{
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@@ -51,7 +51,7 @@ public partial class dialog_bubble : CanvasLayer
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GetNode<Timer>("typewriter_timer").Start();
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}
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if (Input.IsActionJustPressed("ui_cancel") && Visible) richText.VisibleCharacters = richText.Text.Length;
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if (Input.IsActionJustPressed("ui_accept") && Visible && richText.VisibleCharacters == -1 | Regex.Replace(richText.Text, @"\[[^]]+\]", "").Length <= richText.VisibleCharacters)
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if (Input.IsActionJustPressed("ui_accept") && GetNode<PanelContainer>("box/panel_container").Visible == false && Visible && richText.VisibleCharacters == -1 | Regex.Replace(richText.Text, @"\[[^]]+\]", "").Length <= richText.VisibleCharacters)
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{
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if (dlgPointer < dlgLines.Count && dlgLines[dlgPointer] is string)
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{
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@@ -78,8 +78,6 @@ public partial class dialog_bubble : CanvasLayer
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}
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for (int i = 0; i < dialogOptions.Length; i++)
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parent.GetChild<Button>(i).Text = dialogOptions[i];
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//parent.GetChild<Button>(0).focus
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dialogOptionsLength = dialogOptions.Length;
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}
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}
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@@ -1,5 +1,6 @@
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using Godot;
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using System;
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using System.Text.RegularExpressions;
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public partial class player : CharacterBody2D
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{
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@@ -14,6 +15,10 @@ public partial class player : CharacterBody2D
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public override void _Ready()
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{
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playerName = Regex.Replace(playerName, @"\[[^]]+\]", "");
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if (playerName.Length > 12)
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playerName = playerName.Substring(0, 12);
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animatedSprite = GetNode<AnimatedSprite2D>("animated_sprite_2d");
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rotCenter = GetNode<Marker2D>("rotation_center");
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dialogRayCast = GetNode<RayCast2D>("rotation_center/ray_cast_2d");
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